/Engine/Source/Editor/UnrealEd/Public/AssetSelection.h
Places an actor instance using the factory appropriate for the type of asset using the current object selection as the asset
the actor that was created by the factory, or NULL if there aren't any factories for this asset (or the actor couldn't be created for some other reason)
static [AActor](API\Runtime\Engine\GameFramework\AActor) * AddActorFromSelection ( [UClass](API\Runtime\CoreUObject\UObject\UClass) * ActorClass, const FVector * ActorLocation, bool SelectActor, EObjectFlags ObjectFlags, [UActorFactory](API\Editor\UnrealEd\ActorFactories\UActorFactory) * ActorFactory, const [FName](API\Runtime\Core\UObject\FName) Name )